/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-20 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSGSHADOW_SHADOWSETTINGS #define OSGSHADOW_SHADOWSETTINGS 1 #include #include namespace osgShadow { /** ShadowSettings provides the parameters that the ShadowTechnique should use as a guide for setting up shadowing.*/ class OSGSHADOW_EXPORT ShadowSettings : public osg::Object { public: ShadowSettings(); ShadowSettings(const ShadowSettings& ss, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Object(osgShadow, ShadowSettings); /** Set the LightNum of the light in the scene to assign a shadow for. * Default value is -1, which signifies that shadow technique should automatically select an active light * to assign a shadow, typically this will be the first active light found. */ void setLightNum(int lightNum) { _lightNum = lightNum; } int getLightNum() const { return _lightNum; } void setBaseShadowTextureUnit(unsigned int unit) { _baseShadowTextureUnit = unit; } unsigned int getBaseShadowTextureUnit() const { return _baseShadowTextureUnit; } /** Set whether to use osg::StateAttribute::OVERRIDE for the shadow map texture. * Enabling override will force the shadow map texture to override any texture set on the shadow maps texture unit.*/ void setUseOverrideForShadowMapTexture(bool useOverride) { _useShadowMapTextureOverride = useOverride; } /** Get whether to use osg::StateAttribute::OVERRIDE for the shadow map texture. */ bool getUseOverrideForShadowMapTexture() const { return _useShadowMapTextureOverride; } /** Set the size of the shadow map textures.*/ void setTextureSize(const osg::Vec2s& textureSize) { _textureSize = textureSize; } /** Get the size of the shadow map textures.*/ const osg::Vec2s& getTextureSize() const { return _textureSize; } void setMinimumShadowMapNearFarRatio(double ratio) { _minimumShadowMapNearFarRatio = ratio; } double getMinimumShadowMapNearFarRatio() const { return _minimumShadowMapNearFarRatio; } enum ShadowMapProjectionHint { ORTHOGRAPHIC_SHADOW_MAP, PERSPECTIVE_SHADOW_MAP }; void setShadowMapProjectionHint(ShadowMapProjectionHint hint) { _shadowMapProjectionHint = hint; } ShadowMapProjectionHint getShadowMapProjectionHint() const { return _shadowMapProjectionHint; } /** Set the cut off angle, in degrees, between the light direction and the view direction * that determines whether perspective shadow mapping is appropriate, or thar orthographic shadow * map should be used instead. Default is 2 degrees so that for any angle greater than 2 degrees * perspective shadow map will be used, and any angle less than 2 degrees orthographic shadow map * will be used. Note, if ShadowMapProjectionHint is set to ORTHOGRAPHIC_SHADOW_MAP then an * orthographic shadow map will always be used.*/ void setPerspectiveShadowMapCutOffAngle(double angle) { _perspectiveShadowMapCutOffAngle = angle; } double getPerspectiveShadowMapCutOffAngle() const { return _perspectiveShadowMapCutOffAngle; } void setNumShadowMapsPerLight(unsigned int numShadowMaps) { _numShadowMapsPerLight = numShadowMaps; } unsigned int getNumShadowMapsPerLight() const { return _numShadowMapsPerLight; } enum MultipleShadowMapHint { PARALLEL_SPLIT, CASCADED }; void setMultipleShadowMapHint(MultipleShadowMapHint hint) { _multipleShadowMapHint = hint; } MultipleShadowMapHint getMultipleShadowMapHint() const { return _multipleShadowMapHint; } enum ShaderHint { NO_SHADERS, PROVIDE_FRAGMENT_SHADER, PROVIDE_VERTEX_AND_FRAGMENT_SHADER }; void setShaderHint(ShaderHint shaderHint) { _shaderHint = shaderHint; } ShaderHint getShaderHint() const { return _shaderHint; } void setDebugDraw(bool debugDraw) { _debugDraw = debugDraw; } bool getDebugDraw() const { return _debugDraw; } protected: virtual ~ShadowSettings(); int _lightNum; unsigned int _baseShadowTextureUnit; bool _useShadowMapTextureOverride; osg::Vec2s _textureSize; double _minimumShadowMapNearFarRatio; ShadowMapProjectionHint _shadowMapProjectionHint; double _perspectiveShadowMapCutOffAngle; unsigned int _numShadowMapsPerLight; MultipleShadowMapHint _multipleShadowMapHint; ShaderHint _shaderHint; bool _debugDraw; }; } #endif